React Three Fiber Best Practices
Comprehensive guide for React Three Fiber and the Poimandres ecosystem. Contains 60+ rules across 11 categories, prioritized by impact.
When to Apply
Reference these guidelines when:
- •Writing new R3F components
- •Optimizing R3F performance (re-renders are the #1 issue)
- •Using Drei helpers correctly
- •Managing state with Zustand
- •Implementing post-processing or physics
Ecosystem Coverage
- •@react-three/fiber - React renderer for Three.js
- •@react-three/drei - Useful helpers and abstractions
- •@react-three/postprocessing - Post-processing effects
- •@react-three/rapier - Physics engine
- •zustand - State management
- •leva - Debug GUI
Rule Categories by Priority
| Priority | Category | Impact | Prefix |
|---|---|---|---|
| 1 | Performance & Re-renders | CRITICAL | perf- |
| 2 | useFrame & Animation | CRITICAL | frame- |
| 3 | Component Patterns | HIGH | component- |
| 4 | Canvas & Setup | HIGH | canvas- |
| 5 | Drei Helpers | MEDIUM-HIGH | drei- |
| 6 | Loading & Suspense | MEDIUM-HIGH | loading- |
| 7 | State Management | MEDIUM | state- |
| 8 | Events & Interaction | MEDIUM | events- |
| 9 | Post-processing | MEDIUM | postpro- |
| 10 | Physics (Rapier) | LOW-MEDIUM | physics- |
| 11 | Leva (Debug GUI) | LOW | leva- |
Quick Reference
1. Performance & Re-renders (CRITICAL)
- •
perf-never-set-state-in-useframe- NEVER call setState in useFrame - •
perf-isolate-state- Isolate components that need React state - •
perf-zustand-selectors- Use Zustand selectors, not entire store - •
perf-transient-subscriptions- Use transient subscriptions for continuous values - •
perf-memo-components- Memoize expensive components - •
perf-keys-for-lists- Use stable keys for dynamic lists - •
perf-avoid-inline-objects- Avoid creating objects/arrays in JSX - •
perf-dispose-auto- Understand R3F auto-dispose behavior
2. useFrame & Animation (CRITICAL)
- •
frame-priority- Use priority for execution order - •
frame-delta-time- Always use delta for animations - •
frame-conditional-subscription- Disable useFrame when not needed - •
frame-destructure-state- Destructure only what you need - •
frame-render-on-demand- Use invalidate() for on-demand rendering - •
frame-avoid-heavy-computation- Move heavy work outside useFrame
3. Component Patterns (HIGH)
- •
component-jsx-elements- Use JSX for Three.js objects - •
component-attach-prop- Use attach for non-standard properties - •
component-primitive- Use primitive for existing objects - •
component-extend- Use extend() for custom classes - •
component-forwardref- Use forwardRef for reusable components - •
component-dispose-null- Set dispose={null} on shared resources
4. Canvas & Setup (HIGH)
- •
canvas-size-container- Canvas fills parent container - •
canvas-camera-default- Configure camera via prop - •
canvas-gl-config- Configure WebGL context - •
canvas-shadows- Enable shadows at Canvas level - •
canvas-frameloop- Choose appropriate frameloop mode - •
canvas-events- Configure event handling - •
canvas-linear-flat- Use linear/flat for correct colors
5. Drei Helpers (MEDIUM-HIGH)
- •
drei-use-gltf- useGLTF with preloading - •
drei-use-texture- useTexture for texture loading - •
drei-environment- Environment for realistic lighting - •
drei-orbit-controls- OrbitControls from Drei - •
drei-html- Html for DOM overlays - •
drei-text- Text for 3D text - •
drei-instances- Instances for optimized instancing - •
drei-use-helper- useHelper for debug visualization - •
drei-bounds- Bounds to fit camera - •
drei-center- Center to center objects - •
drei-float- Float for floating animation
6. Loading & Suspense (MEDIUM-HIGH)
- •
loading-suspense- Wrap async components in Suspense - •
loading-preload- Preload assets with useGLTF.preload - •
loading-use-progress- useProgress for loading UI - •
loading-lazy-components- Lazy load heavy components - •
loading-error-boundary- Handle loading errors
7. State Management (MEDIUM)
- •
state-zustand-store- Create focused Zustand stores - •
state-avoid-objects-in-store- Be careful with Three.js objects - •
state-subscribeWithSelector- Fine-grained subscriptions - •
state-persist- Persist state when needed - •
state-separate-concerns- Separate stores by concern
8. Events & Interaction (MEDIUM)
- •
events-pointer-events- Use pointer events on meshes - •
events-stop-propagation- Prevent event bubbling - •
events-cursor-pointer- Change cursor on hover - •
events-raycast-filter- Filter raycasting - •
events-event-data- Understand event data structure
9. Post-processing (MEDIUM)
- •
postpro-effect-composer- Use EffectComposer - •
postpro-common-effects- Common effects reference - •
postpro-selective-bloom- SelectiveBloom for optimized glow - •
postpro-custom-shader- Create custom effects - •
postpro-performance- Optimize post-processing
10. Physics Rapier (LOW-MEDIUM)
- •
physics-setup- Basic Rapier setup - •
physics-body-types- dynamic, fixed, kinematic - •
physics-colliders- Choose appropriate colliders - •
physics-events- Handle collision events - •
physics-api-ref- Use ref for physics API - •
physics-performance- Optimize physics
11. Leva (LOW)
- •
leva-basic- Basic Leva usage - •
leva-folders- Organize with folders - •
leva-conditional- Hide in production
How to Use
Read individual rule files for detailed explanations and code examples:
code
rules/perf-never-set-state-in-useframe.md rules/drei-use-gltf.md rules/state-zustand-selectors.md
Full Compiled Document
For the complete guide with all rules expanded: ../R3F_BEST_PRACTICES.md
Critical Patterns
NEVER setState in useFrame
jsx
// BAD - 60 re-renders per second!
function BadComponent() {
const [position, setPosition] = useState(0);
useFrame(() => {
setPosition(p => p + 0.01); // NEVER DO THIS
});
return <mesh position-x={position} />;
}
// GOOD - Mutate refs directly
function GoodComponent() {
const meshRef = useRef();
useFrame(() => {
meshRef.current.position.x += 0.01;
});
return <mesh ref={meshRef} />;
}
Zustand Selectors
jsx
// BAD - Re-renders on ANY store change
const store = useGameStore();
// GOOD - Only re-renders when playerX changes
const playerX = useGameStore(state => state.playerX);
// BETTER - No re-renders, direct mutation
useFrame(() => {
const { value } = useStore.getState();
ref.current.position.x = value;
});
Drei useGLTF
jsx
import { useGLTF } from '@react-three/drei';
function Model() {
const { scene } = useGLTF('/model.glb');
return <primitive object={scene} />;
}
// Preload for instant loading
useGLTF.preload('/model.glb');
Suspense Loading
jsx
function App() {
return (
<Canvas>
<Suspense fallback={<Loader />}>
<Model />
</Suspense>
</Canvas>
);
}